Files
Vibe-HD-2D/engine/include/hd2d/Camera.h
Gabrieal Jimmy 83a1f16806 Sprite sheets, atlases, game UI, time of day, weather presets, headless captures
- BillboardInstance: per-instance uv sub-rect, feet anchor, turn, dithered alpha, flash;
  BillboardBatch::sharedTexture; Texture createEmpty/update/cellUV/cellAnchor/nearest
- SpriteAtlas: fixed-cell runtime atlas with gutters
- hd2d::ui: Octopath-style panels, fonts (Cinzel, EB Garamond), dialogue box with
  typewriter + portraits + choices, menus, nameplates, toasts, ImGui theme
- DayCycle (dawn/day/dusk/night keyframes, sun + moon arcs), Weather overcast/mist/
  lightning, night-aware presets, stars and moon in the sky
- Hidden-window offscreen captures (Window visible=false, Renderer output FBO,
  OffscreenTarget); --screenshot never opens a window
- Camera::worldToScreen; CMake usable via add_subdirectory (HD2D_BUILD_DEMO,
  HD2D_ENGINE_ASSET_DIR)
2026-10-02 15:05:23 -05:00

29 lines
1.1 KiB
C++

#pragma once
#include <glm/glm.hpp>
namespace hd2d {
// Orbit camera looking at `target`. HD-2D scenes use a high, narrow-FOV
// (near telephoto) camera tilted down so the world reads like a diorama.
struct Camera {
glm::vec3 target{0.0f};
float yaw = 0.0f; // radians; 0 looks toward -Z
float pitch = 0.56f; // radians below horizon
float distance = 17.0f;
float fovY = 0.52f; // radians (~30 deg)
float nearPlane = 0.5f;
float farPlane = 250.0f;
glm::vec3 forward() const; // unit vector camera -> target
glm::vec3 position() const { return target - forward() * distance; }
glm::vec3 right() const; // horizontal right vector
glm::mat4 view() const;
glm::mat4 projection(float aspect) const;
// Projects `world` to window pixels (top-left origin) of a `viewportPx`
// viewport, using view() and projection(viewportPx.x / viewportPx.y).
// Returns false (outPx untouched) when the point is behind the camera.
bool worldToScreen(const glm::vec3& world, glm::vec2 viewportPx, glm::vec2& outPx) const;
};
} // namespace hd2d